private Material GetRailMaterial() { StandardMaterial mat = MaterialModule.GetRailBase().Clone(); this.railTextures.Apply(mat); foreach (MaterialModifier mod in this.materialModifiers[SniperMaterial.Rail]) { mod(mat); } SniperMain.AddMaterial(mat, String.Format("{0} {1}", this.name, "Railgun")); return(mat.material); }
private Material GetThrowKnifeMaterial() { StandardMaterial mat = MaterialModule.GetThrowKnifeBase().Clone(); this.throwKnifeTextures.Apply(mat); foreach (MaterialModifier mod in this.materialModifiers[SniperMaterial.ThrowKnife]) { mod(mat); } SniperMain.AddMaterial(mat, String.Format("{0} {1}", this.name, "ThrowKnife")); return(mat.material); }
private Material GetEmissiveMaterial() { StandardMaterial mat = MaterialModule.CreateSniperBase().Clone(); this.sniperTextures.Apply(mat); foreach (MaterialModifier mod in this.materialModifiers[SniperMaterial.Emissive]) { mod(mat); } SniperMain.AddMaterial(mat, String.Format("{0} {1}", this.name, "Emissive")); return(mat.material); }
private Material GetKnifeMaterial() { // FUTURE: Knife base material StandardMaterial mat = MaterialModule.CreateSniperBase().Clone(); this.knifeTextures.Apply(mat); foreach (MaterialModifier mod in this.materialModifiers[SniperMaterial.Knife]) { mod(mat); } SniperMain.AddMaterial(mat, String.Format("{0} {1}", this.name, "Knife")); return(mat.material); }